Showing posts with label actions. Show all posts
Showing posts with label actions. Show all posts

Tuesday, June 18, 2024

Game Masters, Make Sure The Villains Aren't Just Sitting Around Waiting

There are a lot of names for it. I've seen it called dungeon scumming. I've seen it called Skyrimming (suggestive tone optional). I'm sure there are terms that other Game Masters have heard of that I wouldn't recognize without some explanation. At the end of the day, though, all of these terms refer to a specific kind of behavior from the players. In short, they go into the plot-relevant situation (assaulting the villain's keep, kicking in the door of the dungeon, etc.) and blow all their big resources up-front. The barbarian roars through their rages, the spellcasters empty their slots, daily charges of magic items are used, and as soon as the party gets too low, too hurt, or things don't go their way, they pull out. Not just from the fight, but from the entire situation, backing off a safe distance so they can heal up, recover their resources, and come in hot again.

However, this kind of behavior only works if you treat your NPCs like they're in a video game, rather than a living, breathing world. Which is why, if you want to create dynamic challenge, remember that whatever your players are doing (or not doing), they aren't the only ones in the setting who are moving. Your villains have better things to do than just sit around, waiting for the heroes to show up and thwart their plans!

All right, men, we've been discovered. Move the treasure to a safe location!

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Your Antagonists Are Characters, Too


Every action has an equal and opposite reaction, or so the science tells us. However, when it comes to your story, both actions taken and not taken should have an effect on the plot either for good, or for ill. And as the Game Master you should encourage the game to feel organic, and to act like a living, breathing thing.

Take one of the examples above; the party tasked with getting rid of a bandit gang in the woods that have been harassing people on the roads. These bandits shouldn't just be a series of encounters waiting to go off until your players find the bandit lord, get their loot, and turn in the quest. These NPCs should be living, breathing parts of your game world, and they should react to what happens (or doesn't happen) in your game based on the actions taken by the party.

How are you going to persuade the highwaymen to turn over a new leaf?

As an example, say your players locate the stronghold deep in the woods used as a base of operations by these bandits. They raid that stronghold, going in with spells flying and powers going off every round, but it's not enough. Before the bandits can bring them down, the party retreats out into the forest to rest and recuperate, getting back their hit points and spells to come back and do it all again... but what did the bandits do in the 8-10 hours between the party's raid, and them coming back for round 2?

Do the bulk of the remaining forces abandon the fortress, rigging it with boobytraps and just leaving a skeleton crew behind to ambush the party before leading them in deeper? Do they reinforce their positions instead, and send out word to their forces, bringing reinforcements back to the fort so the party now faces more enemies than before, all of whom are now ready for a fight? Does the bandit lord pack up the treasure the party is hoping to reclaim, sending it out with trusted lieutenants to take it to a safer location that the party will now have to track down again if they want to get back the stolen goods? Or do the bandits regroup, and come after the party in the woods, staging a midnight counterattack with all their numbers while the party is weakened, and may not be as ready to fight?

There are, of course, going to be situations where things remain static in the PCs' absence. If they're going through an abandoned ruin that's guarded only by constructs, mindless undead, and traps, then none of those things are going to deviate from the orders they were already given. In some situations it may be legitimately impossible for them to leave their posts, or to pursue the party beyond a certain point, making them very much a static, somewhat predictable force. But if the antagonists your party is facing are sentient, and if they have plans that are already in motion, then they need to be able to react to what your party is doing... or if your party opts to not do something, then you need to know what stage the antagonists' plans are at.

Let's return to the bandits in the forest. Perhaps, instead of trying to track down their hideout, the party just escorted merchants back and forth along the highways to ensure they weren't attacked. Or maybe they started taking out the bandits a few at a time, trying to catch them out in small teams in the woods, away from their hideout, and their support. If the bandit lord and their men find out what the party is doing, what preparations will they make? Will they start terrorizing the town as a way to try to get the PCs to back off? Do they form assault teams meant to take the party out at a time and place of the bandits' choosing? Will they disperse, fading away into the woods and finding a new place to ply their trade, believing it's better to live to fight another day? Or do the bandits reach out to another faction, such as the necromancer or devil-worshiping cult that was going to be the next antagonist, joining forces with them to try to defeat the party?

Nothing happens in a vacuum, and to make your game feel like a living thing, make sure that your villains are acting to reach their goals just as surely as the party is trying to reach theirs.

Additional Resources


If you want a little help with your antagonists, consider checking out a few of my supplements that are designed to do at least some of the heavy lifting for you!


Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, December 18, 2017

Herd Your Players, Don't Railroad Them

When you're a dungeon master, you put a lot of thought into the plots you put before your players. While the town being attacked by goblin raiders might not seem like a big deal, you know that those raiders are acting at the behest of the Brotherhood of Shadows who want them to steal an important item, and that if the PCs stop the goblins then the Brotherhood will send assassins to take them out. If the assassins are taken alive, and questioned, the PCs will find themselves being led to the door of the local lord, who can tell the party about his cohorts if they catch him off-guard. Then they can follow his information back to their hideout, and find out that the Brotherhood's goal all along has been to release a bound fiend, who is one of their major targets of worship.

Now, that might all sound simple and straightforward in your head. However, a campaign that linear is like a Rube Goldberg device. All it takes is one incident not going the way you expect, or your players stepping off that carefully constructed path, for things to start going wrong in a big way. So, rather than drawing out a straight path you expect your players to follow, instead, flesh out the world around them.

While it might not sound like it, this makes your life easier rather than harder.

And over here, we've got a happy little goblin... and a few thousand of his friends.

The More Options You Have, The Easier Herding Becomes


While you should have an idea of what's going on, and how to get the party involved in the plot, it's important that you be more concerned with what you want the party to do, rather than how you want them to do it.

Take the example above. The end goal is for the party to stop the release of the shadow fiend, and potentially to fight it as the big bad of the campaign. How they get to that final encounter shouldn't have rails under it, though. Instead, set the events of the world in motion, and let your party find their way into the machine using an entrance that appeals to them.

You happen to have an example up your sleeve?
If the idea is to get the party to oppose the goblin raiders, and to eventually get them to track the goblins back to the warren where the loot is stored, what happens if they don't take that hook? Sure, they'll defend themselves against the raiders, but what if the party sets up defenses in town to repel the goblins instead? No matter how many waves of greenskins you throw at the town, the party just digs in deeper, and turns it into a siege instead of going out after the stolen loot.

That's fine. Instead, back up and look at the events of the world. If the Brotherhood has enslaved the goblins to raid the town in order to steal a specific item, and the party isn't leaving town to go get it the way you originally wanted them to, then say the item is still in town. The goblins repeated failures to procure the item would lead to their masters sending in the assassins mentioned earlier to kill the town's protectors, and to steal the treasure. The same minions are showing up, but instead of tracking down the party after they raided the warren, the assassins are now trying to sneak into a heavily fortified town. A change of pace, but the same goal is being accomplished plot-wise.

The party raiding the warren isn't what's important, no matter how many maps you have drawn up of those caverns. By knowing the big picture, and understanding where all the moving pieces are, you can roll with your players' decisions in ways that don't involve dragging them along your pre-set route.

Take it a step further. You wanted the party to spare at least one of the assassins' lives in order to get information out of him, but instead they just kill all of them. Well, now there's no one to question regarding who is sending all these minions into the town. Well, what information can they glean from the assassins' clothes, their weapons, and their skills? Does someone have knowledge of them? Are they freelancers, or are they part of a particular sect? You could slip the party plot-relevant details through these Perception checks. But what if the party decides this whole thing is too big for them, so the players decide to leave town to summon help in defending the region? Well, in that case, they ride to the local hub of power to ask the lord to send the militia, or even knights, to help them deal with this problem. That's where you bring up the corrupt lord who serves the Brotherhood, who now tries to deal with these pesky adventurers himself. Rather than the assassins ratting him out, he party will now find out whose hand was behind the attempt on their lives by surviving another attempt, or by poking around his mansion, or questioning the servants about who had come and gone recently. If the butler turns up his nose at all these ruffians coming to call, and describes the leader of the assassins the party defeated, then they'll have a clue to follow up on.

And if they went to one of the other towns in the area to raise aid instead? Well, they're just small towns, and don't have the resources the party needs to push back the goblin hordes. They'd be told they need to head to the local power center if they wanted to get any help from that quarter. Which makes sense, after all, because you've mapped out what resources exist in the region, and who controls them.

What Exists In The World?


The surest sign of a railroad game is there is nothing in the setting that isn't part of the main plot the DM wants players to follow. The only tavern with fleshed-out NPCs in it is the one where they get plot hooks. The only NPCs they can interact with are the ones that act as sign posts. Towns that aren't key to the campaign will just be empty fronts where they can re-supply, and catch a night's sleep.

Don't do that.

Before you start the game, pull up a big list of NPCs, locations, and other things your players are going to run into. If you're in a small town that relies on lumber, then stat out the whole town. Name the sawmill, have NPCs to act as lumberjacks, and put a few tavern names and descriptions in your notes. Then, once you have a slew of stuff for your central town, make notes on the surrounding area. Where are the nearby towns, and what's in them? Where are the forests? Who resides there, if anyone? What sort of game animals can be found? What dangerous monsters live there? Where are the farms, the trading routes, and the merchants who use them?

By having all those details to hand, you make it clear that players really do have all kinds of options, and that they have the freedom to make choices. You also make it clear that their choices will have consequences, which is one of the most important things to have in a game if you want players to take the story line (and their roles within it) seriously. And you know what actions taken on one part of the map will do to what's going on in the other quadrants.

Looking For Some Inspiration?


Another option I'd suggest for all the DMs out there is to keep some lists handy so you can just grab names, places, and backstories as you need them. This can save you a lot of work, and a lot of staring off into space as you try to spitball an NPC's name, or layout the rumors about a location or a person. If you're looking for some inspiration, might I suggest some of the following by yours truly?

- A Baker's Dozen of Rumors (And The Truth Behind Them): Each of these rumors can be used to add a little flavor to a game, but they also have enough meat behind them that you could build an entire session out of them. Handy to have on-hand if you need a plot, but can't spitball something in a hurry.

- 100 NPCs You Might Meet At The Tavern: Perhaps my bestseller yet (at Electrum status at time of writing) this one has a bit of everything. So whether you need merchants or scholars, gang lords or private muscle, you can find a little of everything in this collection, ready to go!

- A Baker's Dozen of Noble Families: Every family has a story, and noble families tend to have several. Whether you want shining lords or corrupt patriarchies, there's a bit of everything in this particular collection of the high and the mighty.

- 100 Knightly Orders: That crack about unique knights above wasn't just a crack. Elite troops and stand-out orders with their heraldry and histories can capture the imagination, but coming up with them on the fly isn't easy. So, here's a hundred of them ready for their marching orders!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, November 6, 2017

Avoid Shoelacing Rolls, And Watch Your Game Improve

Khantos Harr is one of the realm's strongest men. With shoulders like granite blocks, and hands that could crush an ox's skull, he can cleft a horse in twain with a single swing of his huge ax. A mountain of muscle, it's a wonder the stitches on his jerkin hold together when he flexes his arms, loosening up for battle.

With a character described that way, and with the stats to back up the description, there is no reason he should ever fail any average test of strength. Everything from shoving open a stuck door, to hoisting a keg onto his shoulder, should be things that are taken as a given part of narration. The same way a magic-user might cast a cantrip with a flick of the wrist, or how a ranger can ignore brambles and walk easily down the most treacherous forest path.

Why the hell am I rolling for this?
Despite what seems obvious, there are a lot of DMs out there who insist that a PC makes a roll for literally everything. You want to walk across a crowded tavern? Make an Acrobatics check. You want to find your fork? Better make a Perception. Oh, you're having a glass of wine? I don't care if you have a Constitution of 22, make a Fortitude save anyway!

We call these shoelacing rolls, and they never, ever make your game better.

Rolling A Die Should Mean Something


Generally speaking, when you pick up your die, that means something. There's a chance you fumble your attack, and hit your enemy's shield instead of driving your blade into their heart. You might miss a slight hitch in someone's voice, tipping you that they aren't telling you the whole story. It's that knowledge that if you screw up trying to disable the device, you might set it off in your face.

Boiled-down, you shouldn't have to roll dice for things your character should understandably not fail at which have no real consequences. Otherwise you're just wasting everyone's time constantly calling for unnecessary rolls. If players get used to you making them literally roll every time they try to take an action, then pretty soon rolling to attack a pit fiend will feel a lot like rolling to dismount your horse without falling into a mud puddle.

So, what's the alternative?
If you haven't read the Chronicles of Darkness, there's a chart in the attributes section I would recommend reading, and re-reading. You find it near the Strength stat, and it specifically lists the amount of weight a character with a corresponding score can lift without a roll. You find a similar chart in the game Scion, where the Feat of Strength table lists what sorts of things are possible for characters whose raw physical power meets certain pre-determined levels (rip an unfortified door off its hinges, punch through concrete, stop a truck in its tracks, etc.).

While we may not have a corresponding chart for many D20 games (EDIT: My mistake, we totally do. As a commenter pointed out, the Carrying Capacity chart lists what a character can lift and carry, and how difficult it is, based on their Strength scores. In Pathfinder, you find the chart on page 171 of the Core Rulebook), I'd recommend taking the time to absorb the spirit of those charts into your DM mindset. In short, set benchmarks in your mind for what levels of skill, and what raw attributes, render certain challenges a given. Because while Khantos might be able to easily hoist a 400-pound chest onto his shoulder without a problem, his Dexterity is nowhere near as extraordinary. So while he'll get a pass for certain feats of Strength, he will have to make the same Dexterity checks as anyone else with his score.

With that said, though, he can probably tie his shoes without having to roll a DC 5.

What Are The Consequences of Failure?


Some folks are, no doubt, contemplating leaving acidic comments along the lines of, "Well, why shouldn't dragons just automatically hit the party members, since they have such high stats? Wouldn't those rolls be pointless, too, by your logic?" So, in order to nip that in the bud, I will point out the central pillar of this piece of DMing advice.

If the consequences of a roll wouldn't matter (or they would exist only to undercut a player), then don't bother with the roll.

Dice don't make inconsequential things important.
For example, let's go back to Khantos. Sure, it's no big deal for him to lift heavy burdens, and carry them into the inn, or to haul them out of a dungeon where there are no traps, and no one is shooting at him. The reason you shouldn't ask for a roll in those situations is because if the player fails it, nothing of consequence happens. All you're going to do is undercut the presentation of character who is effortlessly strong by making him fumble a task meant to give an impression of just how muscular those thews are.

Now, say that Khantos wants to smash an enemy's rib cage in with the huge maul he just picked up. Yes, Khantos is still just as big and powerful, but now there's a consequence to his failure (that consequence being that another character doesn't get his chest cavity pulped, and may survive to riposte and stab Khantos in the throat). So, while that huge Strength score makes it more likely that he'll strike true, he still has to make the roll because the consequence of failure matters in this instance. The same is true if Khantos is climbing a rope, and wants to catch someone falling past him. Yes, his powerful physique means he could normally just pick that person up and fireman carry them, but if you catch them while climbing there's a chance you both fall. So in that circumstance, you require a roll.

At the end of the day, ask why you want the players to make specific rolls. Because we already make a lot of rolls in any given campaign. We don't need to make them to get out of bed, sharpen our swords, or put on our armor so we can go start doing things that actually matter.

That's all for this week's Moon Pope Monday. Just remember, when exercising your powers as a DM, do so thoughtfully, and responsibly. For more gaming content from yours truly, check out my Gamers archive, or head over to Dungeon Keeper Radio for skits, advice, and more! If you want to keep up-to-date on my latest releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to support Improved Initiative, then stop by The Literary Mercenary's Patreon page to toss some love my way. Every little bit helps, and for at least $1 a month I'll send you some sweet swag as a thank you.